It's not the fact that the bad ending exists. It's the fact that I don't trust the developers to put the bad ending in a place where gameplay would logically lead up to it. I suspect there's a 50/50 chance the game will just quietly decide you've tripped one of 5 or 6 conditions which will trigger the bad ending, but not tell you about it until 40 hours later. Or like another commenter said, giving you the bad ending as "punishment" for working your ass off to play a Paragon run. Or doing what Fable 3 did and magically skipping ahead a month to prevent you from collecting the taxes you would have legitimately earned which, according to everything the game had told you up to that point, would have gotten you the good ending without being artificially forced to make 'evil' decisions. Or even going the Metroid route and tying it to something as pedantic as how many hours you spent playing the game.Zeraiya said:I personally think that this possible ending is brilliant. It's a lot more ballsy and actually gives a meaning to the final game.
Would the game honestly be more appealing if it held your hand and no matter what you did the world would be saved?
Please.
Oh man that brought back bad memories! I spent hours unable to do sh1t because of something like that.WarpZone said:In Fallout 2 it was much worse, with entire towns committing suicide because you tried to pickpocket someone, they shot at you and missed, which hit someone else, which made them fire back at the person who shot them and miss, until before you know it every necessary story element in a 2-mile radius is either dead or trying to murder you.
Frankly, roleplaying in Mass Effect is pointless. I really like the games, but honestly, BioWare did everything in their power simply so that you could not play that way. I don't particularly care though, because the Mass Effect series will always be bad as RPGs.AwkwardTurtle said:-snip-
In another game it would work, however, Mass Effect has many loyal fans. And many of them will go into a huge nerd rage when they realise they've played through 3 whole games, taking up so much of their time (well spent, though) to find out that they failed and suck.Cheshire the Cat said:Interested again. Though personally, I would actually prefer a no win scenario. No matter what you do, how hard you fight, who you recruit, all you can do is minimize losses and buy time for a few ships of refugees to escape while the universe burns.
Wait, and that didn't happen at the very start of the first game, when 'element zero' was introduced? Please, of all reasons to not buy the game this is the worst I've ever heard.PingoBlack said:Wait ... exactly the same feature as ME2 had? Only now they expect me to believe that holograms can stab? I'm sorry. I liked Mass Effect when it was still slightly Science Fiction.
With "visceral" "edgy" "insert bad hype here" stabby holographic UIs they completely lost me on Science part.
Fair enough - "Guide Dang It" is a trope for a reason - but in ME2 you have characters telling you in-game that if you want your team functioning at 100%, you might want to help them clear out some baggage that's holding them back. Granted, it's a suggestion and you don't have to do it... but in that case, be prepared to face the consequences.WarpZone said:I dunno about this. This is the same problem I've *always* had with the Fallout franchise (even though I still Play Fallout 2 and 3 from time to time.) They make success or failure contingent on some kinda obscure bullshit they don't tell you about ahead of time. Effectively detaching the game's win state from its core mechanics and making it impossible to succeed without cheating by consulting a guide.
Actually, to get Shepard and everyone else killed, all you have to do is follow orders: recruit your team, go to Horizon, get the Reaper IFF and attack the Collectors.Wolfenbarg said:Let's just hope it isn't as simplistic and annoying as last time. In Mass Effect 2, you had to *try* to fail in order to make Shepard die. If you made a single right decision, you still lived.
It's difficult to make that many mistakes. I've never seen a thread from speed gamers on either the Bioware boards or GameFAQs saying "I'm dead... what gives?!" Most of those types of threads lost people by choosing a bad fire team leader and losing someone at the 'hold the line' phase of the mission. That's two people. Everything else was obvious. When ship upgrades came up, Jacob makes it very explicit that people will die if you don't improve the armor. Garrus makes it obvious that you can't stand up to a collector cruiser with your current weapons. Tali doesn't say anything nearly as dramatic, but by this point you should get the picture.Diana Kingston-Gabai said:Fair enough - "Guide Dang It" is a trope for a reason - but in ME2 you have characters telling you in-game that if you want your team functioning at 100%, you might want to help them clear out some baggage that's holding them back. Granted, it's a suggestion and you don't have to do it... but in that case, be prepared to face the consequences.WarpZone said:I dunno about this. This is the same problem I've *always* had with the Fallout franchise (even though I still Play Fallout 2 and 3 from time to time.) They make success or failure contingent on some kinda obscure bullshit they don't tell you about ahead of time. Effectively detaching the game's win state from its core mechanics and making it impossible to succeed without cheating by consulting a guide.
Actually, to get Shepard and everyone else killed, all you have to do is follow orders: recruit your team, go to Horizon, get the Reaper IFF and attack the Collectors.Wolfenbarg said:Let's just hope it isn't as simplistic and annoying as last time. In Mass Effect 2, you had to *try* to fail in order to make Shepard die. If you made a single right decision, you still lived.
To look at it from another angle, let's focus on the final mission. If you're not a completist, you might not have bothered to get the ship upgrades when they become available: they don't affect your gameplay in any way and you could use the money to improve weapons and health instead. That's three squadmates lost before you even reach the Collector Base.
After that, it comes down to how well you know your NPCs. Sending Tali or Legion to hack the gate seems like a no-brainer, but if you send Mordin because hey, he's a scientist? That's another one down. Zaeed and Grunt might seem like tempting choices for team leaders: they're tough, they're fighters, etc. The only way you'd know they're wrong for the job is if you stopped by and listened to Zaeed's stories, every single one of which ends with his entire team dying while he gets away, or figured out that Grunt doesn't really understand what it means to be responsible for other people.
The game even misdirects you at one point, when Miranda tells you that any biotic could keep the shield up. If you haven't talked to her, you'd have missed the part where she admits she sometimes makes mistakes that result in people getting killed. And if you take her at face value, you lose another team member.
In other words, it's very easy to make mistakes during the suicide mission, and the casualties add up. If you make it to the end with less than 2 surviving squad mates, Shepard dies.